First time this problem happened
by Gary Roberson · in Torque Game Engine · 10/12/2009 (8:15 pm) · 15 replies
Unitl now, I have worked with Torque magnificently!
As of now, the level I created worked just fine! I added a few models I created with Constuctor and TrueSpace, and everything worked fine until a few days ago! Then just yesterday, the mission I created will not load. All I get is a 'waiting for server' issue when i try to load it?
As of now, the level I created worked just fine! I added a few models I created with Constuctor and TrueSpace, and everything worked fine until a few days ago! Then just yesterday, the mission I created will not load. All I get is a 'waiting for server' issue when i try to load it?
About the author
#2
As for the rest, I do not know how to tell about the errors.
As for my interiors, I'm using Constructor to build them. I'm saving them using the Legacy .dif file command. A first, I had a problem getting the texture to map onto the object until someone told me the textures had to be a power of 2. I chose 128 as the size of the interior, and everything worked fine then. I have a total of three interior models loaded into the level. One Main building, two side buildings (1 model used twice), and a courtyard.
The other models ( .dts files ) are of tables and seats. I'm using TrueSpace and Ultimate Unwrap to build them. I'm saving the models in .cob format, and using Ultimate Unwrap to export them into Torque.
The problem I'm having in this area is that I am not getting the textures that I want exported into this package. Also the models as I create them in TrueSpace are rotated 90 degrees off. I do not know if this is causing the problem!
10/13/2009 (6:03 pm)
I havn't looked at my console.log file?As for the rest, I do not know how to tell about the errors.
As for my interiors, I'm using Constructor to build them. I'm saving them using the Legacy .dif file command. A first, I had a problem getting the texture to map onto the object until someone told me the textures had to be a power of 2. I chose 128 as the size of the interior, and everything worked fine then. I have a total of three interior models loaded into the level. One Main building, two side buildings (1 model used twice), and a courtyard.
The other models ( .dts files ) are of tables and seats. I'm using TrueSpace and Ultimate Unwrap to build them. I'm saving the models in .cob format, and using Ultimate Unwrap to export them into Torque.
The problem I'm having in this area is that I am not getting the textures that I want exported into this package. Also the models as I create them in TrueSpace are rotated 90 degrees off. I do not know if this is causing the problem!
#3
2. Use the TGE map2dif exporter instead of the Legacy exporter.
3. If your 3D models are 90 degrees off then rotate them 90 degrees in TrueSpace, This will have no effect as far as crashing the engine they would just appear incorrectly modelled.
10/13/2009 (6:34 pm)
1. You should really check your console.log for any errors, it will be able to give you more information when your game crashes.2. Use the TGE map2dif exporter instead of the Legacy exporter.
3. If your 3D models are 90 degrees off then rotate them 90 degrees in TrueSpace, This will have no effect as far as crashing the engine they would just appear incorrectly modelled.
#4
The error reports an parse error in line 101. According to the instructions, two (#) notes would appear on either side of the error.
However all four of them appear in one spot.
Here is a WordPad cut-and-paste listing of the console-log.
//** This is where the console.log reports the error to happen **//
new InteriorInstance(Main Building) {
## ## canSaveDynamicFields = "1";
position = "13.2477 -416.28 0.23496";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "~/data/interiors/Chosen/mainbuilding.dif";
useGLLighting = "0";
showTerrainInside = "0";
};
10/13/2009 (8:07 pm)
Thanks for that advice about checking my console.log. I just got back from doing that, and it looks like there was an error. I guess I will be checking the log file more often. BTW, is any way to cut-and-paste the text in the log file?The error reports an parse error in line 101. According to the instructions, two (#) notes would appear on either side of the error.
However all four of them appear in one spot.
Here is a WordPad cut-and-paste listing of the console-log.
//** This is where the console.log reports the error to happen **//
new InteriorInstance(Main Building) {
## ## canSaveDynamicFields = "1";
position = "13.2477 -416.28 0.23496";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "~/data/interiors/Chosen/mainbuilding.dif";
useGLLighting = "0";
showTerrainInside = "0";
};
#5
I think from the error report try removing the space and call it 'MainBuilding', or if that doesnt work I'd say its the Legacy Exporter that is crashing your interior files.
I've always used map2dif in the 'Export' sub-menu below the Legacy Dif option.
I'm glad you found the console.log, remember in-game you can open the console itself with the ~ button, it will highlight errors for easier debugging, but since the game was crashing the console.log was your best option.
Hopefully that helps. :)
10/13/2009 (8:32 pm)
Ok, just remember that even though the console "tries" to pinpoint the problem it may be in an adjacent function or the error may just be pointing out that the function itself is broken somehow, that being said... it may be correct in its error placement.I think from the error report try removing the space and call it 'MainBuilding', or if that doesnt work I'd say its the Legacy Exporter that is crashing your interior files.
I've always used map2dif in the 'Export' sub-menu below the Legacy Dif option.
I'm glad you found the console.log, remember in-game you can open the console itself with the ~ button, it will highlight errors for easier debugging, but since the game was crashing the console.log was your best option.
Hopefully that helps. :)
#6
10/13/2009 (9:24 pm)
Yep - "Main Building" will be a problem - don't use spaces in object names, causes the mission load to fail every time.
#7
10/13/2009 (9:30 pm)
Good to know, I've always avoided the spaces so I never actually found out.
#8
BTW CSMP, thanks for the advice. I'll be checking it out when I get time!
10/13/2009 (9:44 pm)
Love your Avatar ChrisG. Is that from Thhunerbirds, or one of the other Gerry Anderson shows?BTW CSMP, thanks for the advice. I'll be checking it out when I get time!
#9
10/13/2009 (9:59 pm)
np, glad chris could verify the problem.
#10
10/13/2009 (10:30 pm)
Quote:Love your Avatar ChrisG. Is that from Thhunerbirds, or one of the other Gerry Anderson shows?Yeah he's "The Hood" from the original Thunderbirds. The arch-enemy of the Tracys - the dude that can hypnotise with his glowing eyes.
#11
CJW - I've often found that the error ##s appear on the line after the error was found - it's like the script parser reads a line, chokes on it, then throws out an error but doesn't go back to figure out where the error was ;P.
10/14/2009 (1:02 am)
Quote:Yeah he's "The Hood" from the original Thunderbirds.:D
CJW - I've often found that the error ##s appear on the line after the error was found - it's like the script parser reads a line, chokes on it, then throws out an error but doesn't go back to figure out where the error was ;P.
#12
Now, on a similiar note, I have a parse error in my mainMenu GUI.
This is the first time this has happened to me!
Since I've learned that spaces in names crashes the engine, I've double-checked all the buttons I have on the GUI, (there are only four) made all the ones that were two or three words (like Load saved game and Create characeter) into one (such as loadsavedgame and createcharacter). I also deleted the .dso file to force the compiler to re-compile the file, and no such luck. the console.log still throws up the parse error. It happens after it cannot fing the prefs.cs file in the Creator/UI section. BTW, I copied the prefs.cs file from another locatiom into that location (I believe it was the examples location) and still no luck. If I get no help, my last ditch effort is always a uninstall/reinstall!
10/14/2009 (5:48 pm)
Thanks all guys, I ahppily fixed THAT problem?Now, on a similiar note, I have a parse error in my mainMenu GUI.
This is the first time this has happened to me!
Since I've learned that spaces in names crashes the engine, I've double-checked all the buttons I have on the GUI, (there are only four) made all the ones that were two or three words (like Load saved game and Create characeter) into one (such as loadsavedgame and createcharacter). I also deleted the .dso file to force the compiler to re-compile the file, and no such luck. the console.log still throws up the parse error. It happens after it cannot fing the prefs.cs file in the Creator/UI section. BTW, I copied the prefs.cs file from another locatiom into that location (I believe it was the examples location) and still no luck. If I get no help, my last ditch effort is always a uninstall/reinstall!
#13
can you give us the exact code around the parse error in the console?
btw: there are no prefs.cs in the creator/ui/ folder...
10/14/2009 (8:16 pm)
Note: It's always good to have a Stock TGE setup for comparing and replacing corrupted/broken files (cuz it happens, lol) can you give us the exact code around the parse error in the console?
btw: there are no prefs.cs in the creator/ui/ folder...
#14
10/14/2009 (8:42 pm)
Keeping a stock install is a good idea. You might also want to look at getting Subversion up and running, which will allow you to roll back to previous versions of files after you make changes. I've found it a great help in my projects.
#15
10/14/2009 (8:45 pm)
@Daniel: what exactly is Subversion?
Torque Owner CSMP
MP Studios
Have you added any new interiors, objects or items in the mission that might have errors?